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KSP2 Release Notes
Everything posted by Green Skull
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[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Green Skull replied to rbray89's topic in KSP1 Mod Releases
Glad to see you are still making KSP a more awesome place rbray! Keep up the good work! -
Yes reaper. The most simple and straight forward way is to edit the main configuration file which is located in the ActiveTextureManagement folder - the address is something like - C:\KSP_win\GameData\ActiveTextureManagement First find the folder and copy to desktop as a backup. Find the section where it says "OVERRIDES" Then you will have to add this part to the configuration file in the ATM folder: .*/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } So it looks like this: OVERRIDES { .*/Props/.* { compress = true mipmaps = true scale = 1 max_size = 0 } .*/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } .*/Flags/.* { compress = true mipmaps = false scale = 1 max_size = 0 } } This should now exclude IVA's from being squeezed too much. Be warned though IVA's can take up a fair chunk of memory.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Green Skull replied to nli2work's topic in KSP1 Mod Development
I'm so making a giant robot(s). can't wait for this -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Green Skull replied to nli2work's topic in KSP1 Mod Development
Adding this to the config for the heatshield should give DRE compatibility. Just vary the amount of ablative shielding as require e.g. change 1000 to 500 etc MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.05 // 5% of heat is ignored at correct angle ablative = AblativeShielding loss { // loss is based on the shockwave temperature (also based on density) key = 650 0 // start ablating at 650 degrees C key = 1000 320 // peak ablation at 1000 degrees C key = 3000 400 // max ablation at 3000 degrees C } dissipation { // dissipation is based on the part's current temperature key = 300 0 // begin dissipating at 300 degrees C key = 500 90 // maximum dissipation at 500 degrees C } } RESOURCE { name = AblativeShielding amount = 1000 maxAmount = 1000 } } As for real chute I'd ask stupid chris for his advice on his thread. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Green Skull replied to nli2work's topic in KSP1 Mod Development
Looking awesome! Any plans for RPM, DRE or real chutes? -
KSO/RPM/.* { compress = false mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } KSO/Spaces/.* { compress = false mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true } The RPM (props) and spaces exclusion are all ready in your config... What do you want ATM to do or not do to the KSO?
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I do have a very rough race suit but it's no where ready for release. As a huge formula 1 fan I should get on and finish it. If you are Lewis Hamilton or a famous racing driver IRL I will make it ASAP - proof and bribery is required I do see the racing league on the forum and if I had time I'd take part
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Thank you Shady. I've managed to get some time to KSP today so I've uploaded version 1.1 of my configs. There are now three options - regular, high saving and optimised for GFX. Also included are all of my optional configs which are scattered in a few downloads. *PLEASE NOTE* These configs are written on my PC for windows. They should work on other systems but you may have to adjust some settings yourself to optimise for your own system or requirements. DOWNLOAD HERE Green_Skull_ATM_configs_v1.1
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Green Skull replied to shaw's topic in KSP1 Mod Releases
At a guess without knowing the exact issue probably. Sorry I missed this but I'm real busy IRL. -
Eyes Turned Skywards UPDATE now with Signup Sheet
Green Skull replied to NathanKell's topic in KSP1 Mod Development
The spacesuit looks ok to do... Any pics of a soviet one? -
It's a clash with active texture management. I solved this a while ago but basically all RPM folders in game data have to be excluded in ATM configs. Even in individual mods, like the KSO or OLDD mods for example. There is a bit more info starting from here in the ATM thread. http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs%21?p=1116712&viewfull=1#post1116712
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The texture has to stay named as it is, but put the helmet texture in the folder with the corresponding spacesuit (in the texture replacer file in game data). The suit can then be excluded in the @config. OR create a folder in the spacesuits folder in texture replacer containing just the helmet and exclude this folder in the @config.